﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;

namespace SoulKeeper
{
    public static class Level
    {
        #region Level Lists
        public static List<StaticObject> items;
        public static List<int[,]> levels;
        #endregion

        /// <summary>
        /// Array abaixo que contem o desenho do mapa por titles , ou seja , por quadradinhos.
        /// </summary>
        #region Levels
        public static int[,] level_1 = {
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4}, 
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,1,2,2,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4},
        {4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4}};

        public static int[,] current_level_array;

        public static float gravity = 0.006f;
        #endregion

        static public void Initialize()
        {
            items = new List<StaticObject>();
            items.Clear();

            levels = new List<int[,]>();
            levels.Clear();

            levels.Add(level_1);
        }

        static public void InitializeLevel(int level)
        {
            current_level_array = levels[level];
        }

        //Bernardo :Posso teoricamente criar os inimigos do level 1 aqui, faz sentido? Kim: Por enquanto não, melhor deixar as outras herndando essa clase e na construtora das outras inicializar os inimigos.
        static public void FirstLevelEnemies()
        {
        }

        static public void Update(Player player, GameTime gameTime)
        {
            player.Update(gameTime);


        }//Update

        static public void Draw(Player player, GameTime gameTime, bool Animating)
        {
            TileMap.Draw();

            if (Animating)
            { player.Draw(gameTime, Engine.spriteBatch, true); }
            else
            { player.Draw(gameTime, Engine.spriteBatch); }

          
        }//Draw

        /// <summary>
        /// É a função que atrai todos os objetos para o referêncial de gravidade.
        /// </summary>
        /// <param name="obj"> Objeto que sobre a gravidade</param>
        /// <param name="position"> Posicao do Objeto</param>
        /// <returns>Retorna um Vector2 dois que é a nova posição do inimigo.</returns>
        static public Vector2 AddGravity(Sprite obj, Vector2 position)
        {
            if (obj.IsAffectedByGravity)
            {
                position.Y += gravity;
                return position;
            }

            return Vector2.Zero;
        }//AddGravity
    }
}
